| 7/30/2010 | A new upper level undead monster has been added, along with some new valuable treasures that cannot be purchased in the market.
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| 7/30/2010 | Mind magic now has a better chance of affecting its targets, although durations will be a bit shorter. Additionally, monster willpower attributes have
been reviewed, and dozens of monsters have had them lowered so that mind magic will be even more likely to work.
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| 7/28/2010 | Another monster has been added, along with a new character icon and several weapons.
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| 7/21/2010 | Two more monster types have been added, along with several new weapons and shields. A problem was also fixed with party locations upon entering
a lair which could cause map errors and in some cases stuck adventures. Two new character icons have also been added.
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| 7/19/2010 | The missing skeleton has been created, filling the gap between the weakest skeleton and the much stronger ones. Although
not very tough compared to the better existing versions, this one makes up for its poor skills and hp with excellent equipment. It is thus dangerous, but also quite
profitable should you manage to kill some. It may even turn out to be, pound-for-pound, the most profitable monster yet encountered. This will particularly help adventure levels 15-16 which
had been rather low on average treasure.
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| 7/16/2010 | The ability of demons to gate in additional demons has been altered substantially. This was done to allow monsters (like demons) to
be created prior to encountering them without multiplying endlessly. This will become important in future types of adventuring.
Demons can no longer gate in an unlimited number of allies. It is now treated as a
special attack and is limited by energy. Demons will also only gate if they have been injured, which will require new tactics when fighting
them (for instance, think twice before using area-effect spells and consider spells and weapons with one-shot kill potential).
Gating now counts as an action, so they cannot gate and attack in the same action, or gate when dazed, paralyzed, etc..
However, a hurt demon with enough energy will almost always choose to gate if it can since it now weighs
a gate action as the powerful choice that it is. I expect demon XP will need to be modified, and very likely initial energy levels will need to be reduced.
Accordingly, this change will probably make demons more dangerous until additional data is collected so be extremely careful and when in doubt, flee.
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| 7/15/2010 | Four new low to mid-level human adversaries have been added, to increase the variety of bandit opposition and raise (slightly) the
average treasure collected on adventures approximately level 3-16.
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| 7/15/2010 | A new class has been added, the necromancer. Necromancers are a relatively powerful class overall with good hp
for a spellcasting class and acceptable combat skill costs. Their primary skill is, of course, magic: necromancy although they can learn other magic
relatively easily, including life magic. It is uncommon to meet the selection requirements of this class, and it is not available to anyone of good alignment.
Necromancers will become more useful as more necromancy spells are added, as well as additional undead monsters.
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| 7/14/2010 | The loading time of the adventure screen has been drastically improved. A battle screen with over 600 monsters had been taking about 44 seconds to
generate, and now it takes less than 0.6 seconds.
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| 7/12/2010 | A new and quite likely final magic skill has been added, necromancy. The initial necromancy spells can damage, control, or create undead.
However many of these spells carry alignment restrictions, since disturbing the dead is inherently evil. Clerics, paladins, and mystics can most easily learn necromancy magic
of all the current classes. It is quite possible that a specialist necromancer class will be introduced soon.
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| 7/12/2010 | A new zombie type has been added, the greater zombie. There is nothing great about it, however. Zombies are inherently stupid
and unskilled. The greater zombie is slightly stronger and tougher than normal zombies, and will often carry more items and higher quality equipment.
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| 7/11/2010 | Poison will no longer have any effect on characters who have successfully fled.
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| 7/9/2010 | The fleeing formula now calculates a more narrow range of escape values. It will be much, much harder to get escape values exceeding 100%.
Without magic common situations will have values around 30-50%. However, the size of the enemy force matters much less, so you will now have a small chance to flee even from
hundreds of enemies.
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| 7/6/2010 | Several small bugs have been fixed pertaining to the map, spell effects, some magic equipment, display bugs, monster skills, and even unseen calculations.
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| 6/15/2010 | Adventure maps are no longer limited to 10x10 per floor. They can be larger, which can require scrolling the map window. Upon loading or
moving it should auto-center on your party, but if you have troubles with this on any untested browsers or resoultions please post in the forums to let me know. While this change
may seem pointless, it is important to develop the tools needed to support land exploration and warfare.
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| 6/9/2010 | New armor types have been added. They are more or less a hybrid between existing armor types and humanoid armors, and in fact when they
degrade they become the appropriate humanoid armor. They have the designation cheap in front of their names and are inferior in every way to their namesakes. Except, of
course, in price. You will find if you buy the cheap version of armor you will be able to afford roughly two more points of defense for the same cost. Think of this as a way
of buying upgraded and more durable copies of the humanoid armors.
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| 6/8/2010 | On adventures, the keypad arrow keys can now be used (if numlock is on) to move about in addition to the mouse. The space or enter key will fire the
continue event.
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| 6/8/2010 | Characters now have a move rate listed under their attributes on the character page. This has no current bearing on the game,
however once larger-scale tactical combat is available, every party will have a maximum movement distance equal to the slowest move rate in the group.
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| 6/8/2010 | Another monster lair (adventure level 15+) has been added with more unique and powerful items, some of which you can't buy in stores.
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| 6/7/2010 | Two monster lairs have been added, including a higher level fiend lair where they will be (once in a great while) guarding an extremely
powerful demon-slaying weapon.
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